Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

The "Ask the Devs a question" thread! (Not suggestions)

11416181920

Comments

  • freakishbeanfreakishbean Member UncommonPosts: 176
    Originally posted by patrickbalthazar

    Originally posted by Batpimp

    Originally posted by Odolusas

     

    Savij - weapon jam ,now that is a good question and i think it should work like in all Stalker games where every weapon that shoots SOLID ammo has the small chance to jam. But as you use weapon more it degrades so if you dont repair it, it will jam more and more the more damaged it is from usage. This connects nicely whit durability on equipment that i have presented in my tread.

    PLEASE DO NOT DO THIS!

     

    As for questions,

     

    My last question, which I asked earlier but might have been overlooked, will you be including a mechanic that takes into consideration the ork Waaghhh?

    Will there be knockdown or knockback abilities. For example, If I am a terminator or a Knob will i be able to knockback/knockdown weaker units?

    Haha, way too early to decide ;) don't worry we don't want to make the gameplay difficult or frustrating in an way, but it's not the point in time to give definite answers.

    the mechanic - I am not sure what you want to know, do you mean a mechanic to be playable of some sort? or do you mean degeneration of equipment and someone to repair it?

    knockback/staggering/stunning stuff like this yes. limited to classes, probably, but for sure in some way.

    Originally posted by Odolusas

     

    For non solid ammo weapons like melta,plasma and lascanon it would be like:

    -Plasma would get hot more often, and hurt the player more and more often the less it durability is(so like in the tabletop rules but it happens more often if in lower durability state).

    -Melta and Lascanon would use more and more ammo the more durability they lose if not repaired.

    But for example if any weapon would break down completely, you would have to replace its main mechanism like in my tread on durability on armor (ofc if you MAINTAIN the gun regularly it will never break down, but i think the last step in durability(breaking down) should exist in game so that it would give the GAME more realism).

    I know this is ask the Devs tread, but i like to give solutions more than to ask questions so...And Savij question on jamming weapons was something that must be answered and found SOLUTION for how to work, so i proposed this one.

     

    Batpimp - why not? I would like to take care of my armor and weapons. And i would not like of them to be just some invulnerable object that i put on and dont care for the rest of the game. Any man who served the army will tell you what happens to you dont  take care of it by hand of ENEMY and or SUPERIORS, as one will kill you on spot if your weapon jams, and other will punish you (for example clean toilet at BEST) if you neglect your duties as soldier. This game should be no different i think.

    Being punished by your superiors for breaking new toy they gave you to kill the enemy ,hmmm... can this be implemented in game also?

    haha this looks interesting, but can't say for sure it will look anything like this. we will have ammo, and we will have overheating of plasma, maybe best to look at space marine for reference here. also this is early stage of how we do the stuff, this is not final.

     

    I would be a great fan if a plasma weapon "Got hot!" during combat. I think it should work like this: the more you fire, the more heat it builds. If it builds too much heat, then BOOM, plasma tank ruptures. Would it break your toy? Nah, I don't think so. Rather, it consumes the rest of the ammo that it had left in it's cells, and the player takes damage - should be a random damage table. Larger weapons have a higher chance of higher damage or simply obliterating the user after it ker-plodes.

    This reminds me - for weapons, as we progress, will we be able to sink specilization points into certain weapon groups? Just saying, that before any Space Marine gets to, well, be a Space Marine, he has to understand and master the Bolter. Even Devestators have to master the Bolter before they get the big toy. From there, they move on to be an Assault specialist, then a Tacticle Marine. After that, it goes into Crux Terminatus territory, and 1st company territory. Will things like this be implemented?

    Also, Patrick, the new Space Marine codex dropped last week. Are you guys pulling information from that or the older editions? Will a familiarization with the table top books offer any kind of advantage to players?

    Needing is Wanting...
    Wanting is Coveting...
    Coveting is Sinning...
    I am SO going to Hell.

  • OdolusasOdolusas Member Posts: 30

     

    Batpimp - the only maintenance you would be doing is taking the least amount of shots yourself thus protecting your armor from degrading, and shooting your gun whit the least possible ammo spent but in most effective way, thus slowing degradation of your gun, and unjamming by reloading when needed.

    Ofc you wont spend an hour cleaning your gun and repairing it that would be done by Techmarines(NPC and Players) or any other dedicated crafter classes if there is any,i do hope there is. Thus(in your base or on battlefield) by NPC or Player. And no you wont be repairing your stuff every 5 minutes ,more like every hour or two if you have done nothing but shooting and dieing in that time.I have a lot more on how this works in my own thread.

    Those two games have nothing to do whit what i said, i mention Stalker game(first person horor shooter whit rpg mechanics) for example (Stalker Call of Pripyat) and those mechanics made the game (this is if you dont know the most ATMOSPHERIC game out there!!!) and one of my favorite games.

    Planetside 2 is a fail. I would rather play any Battlefield game than it, as mechanics in Battlefield are better, smaller scale cooperation is very viable and as shooter it is all around better. Yes it is fps and you do same every time but it is done so well whit great focus on what makes game fun(competitive game on smaller to large scale), that you never get bored.

    Remember if there are not enough mechanics to take you away from constant shooting and combat (supporting other characters and players,crafting,managing resources and ammo,finding books and tomes whit lore,exploring whit friends,unique features,dueling,pve,equipment care and other stuff i have mentioned in my thread that have my own 10 pages of all sorts of stuff) it will get stale fast, as even the oxygen is poisonous in high concentration.

    It is good that this game will have a lot of what i mention but it could never hurt to have more, as the only thing this game should share whit Planetside 2 is massive scale of war and nothing more (if it wants to stay strong, constantly grow in player numbers or stay stable at least). As i want it to be successful it need a lot of variation is what i think. I hope devs look at my own thread for more info on how to do so.

    Ofc they need the stable launch of the game, and often updates and upgrades and i hope they do.

    Expansions whit new playable races is a must.

    I know i am asking here for much but, it is wh40k and it needs the best stuff.

  • quotheravingquotheraving Member UncommonPosts: 280

    Look guys.

    Pat and Miguel are going out of their way to answer our questions, which I think we can all agree is pretty damn awesome of them! So the least we could do in return is to show them the courtesy of keeping this thread as clean as possible so that they can pick out the questions easily and quickly.

     

    Muddying this thread up just makes their life harder and the time they spend separating actual questions from the sidetracks and discussions is time they could be spending making the game, or ... well I don't know... spent better at least :) 

     

    image

  • patrickbalthazarpatrickbalthazar Member UncommonPosts: 133

    Originally posted by Odolusas

     

    Glad you liked it Mister Patrick Balthazar if you would like to read more of it look at my thread that goes by the name of(if you have not all ready read it) :

                    Implementing simple but unique features in Wh40k Eternal Crusade - in there i have a lot of big posts, but each one supports one another, and have a lot of crazy stuff , and as you read more and more the stuff gets better as i improve each one in next post so reading them all, if you have time in one go is a must as each have new informations and updates on previous ones, and how it would work.

    Yes some stuff is outright crazy but it is toned down later :P , but it has some nice stuff too.

    I have read through most of it, and I think there are a few nice things in there - will make sure we discuss them and think about what we can use for the game - no promises - it's not about the pride of game designers, especially not for Brent and David, but there are sometimes implications us non-designers might not think about ;)

    Originally posted by Batpimp

    @odulusas

     

    I do not want ANY kind of repair maintenance of equipment in game. Cooldowns of weapons, reload times, firing rate. Those are all fine. But i dont want to log on and repair virtual items in a virtual lab in my virtual spacecraft.

    I want to log in and fight in a WAR! When you think of playing this game do you think to yourself..."MAN I CANT WAIT TO LOG ON AND CLEAN MY VIRTUAL FAKE WEAPONS!...?..or do you think "MAN I CANT WAIT TO LOG ON AND USE MY WEAPONS". When i see the weapons in the game i want to USE them not clean/fix them. This isnt WoW or diablo 3. This game is supposed to be like planetside.

     

    @patrick I think you mis understood my question.

    What i meant to ask is, is the Ork Waagh going to be a part of the game? If so how? Do i press a button and my ork will yell and make the other orks around me stronger?

     

    what i meant by the word "mechanic" is if its in the game and HOW do you plan to use it?

     

    hehe yes in some sort of way we want the Orks to cry out "WAAAGH!" and buff orks in the surroundings with it. it is a simple buff mechanic which makes total sense to have - in what form I think has not been decided yet.

    the how is quite simple, e.g. you have some sort of mana pool (or rage or something) and the 'battlecry' will be some sort of skill to use which consumes that "mana". do i need to say more?

    Originally posted by freakishbean

    Originally posted by patrickbalthazar

    Originally posted by Batpimp

    Originally posted by Odolusas

     

    Savij - weapon jam ,now that is a good question and i think it should work like in all Stalker games where every weapon that shoots SOLID ammo has the small chance to jam. But as you use weapon more it degrades so if you dont repair it, it will jam more and more the more damaged it is from usage. This connects nicely whit durability on equipment that i have presented in my tread.

    PLEASE DO NOT DO THIS!

     

    As for questions,

     

    My last question, which I asked earlier but might have been overlooked, will you be including a mechanic that takes into consideration the ork Waaghhh?

    Will there be knockdown or knockback abilities. For example, If I am a terminator or a Knob will i be able to knockback/knockdown weaker units?

    Haha, way too early to decide ;) don't worry we don't want to make the gameplay difficult or frustrating in an way, but it's not the point in time to give definite answers.

    the mechanic - I am not sure what you want to know, do you mean a mechanic to be playable of some sort? or do you mean degeneration of equipment and someone to repair it?

    knockback/staggering/stunning stuff like this yes. limited to classes, probably, but for sure in some way.

    Originally posted by Odolusas

     

    For non solid ammo weapons like melta,plasma and lascanon it would be like:

    -Plasma would get hot more often, and hurt the player more and more often the less it durability is(so like in the tabletop rules but it happens more often if in lower durability state).

    -Melta and Lascanon would use more and more ammo the more durability they lose if not repaired.

    But for example if any weapon would break down completely, you would have to replace its main mechanism like in my tread on durability on armor (ofc if you MAINTAIN the gun regularly it will never break down, but i think the last step in durability(breaking down) should exist in game so that it would give the GAME more realism).

    I know this is ask the Devs tread, but i like to give solutions more than to ask questions so...And Savij question on jamming weapons was something that must be answered and found SOLUTION for how to work, so i proposed this one.

     

    Batpimp - why not? I would like to take care of my armor and weapons. And i would not like of them to be just some invulnerable object that i put on and dont care for the rest of the game. Any man who served the army will tell you what happens to you dont  take care of it by hand of ENEMY and or SUPERIORS, as one will kill you on spot if your weapon jams, and other will punish you (for example clean toilet at BEST) if you neglect your duties as soldier. This game should be no different i think.

    Being punished by your superiors for breaking new toy they gave you to kill the enemy ,hmmm... can this be implemented in game also?

    haha this looks interesting, but can't say for sure it will look anything like this. we will have ammo, and we will have overheating of plasma, maybe best to look at space marine for reference here. also this is early stage of how we do the stuff, this is not final.

     

    I would be a great fan if a plasma weapon "Got hot!" during combat. I think it should work like this: the more you fire, the more heat it builds. If it builds too much heat, then BOOM, plasma tank ruptures. Would it break your toy? Nah, I don't think so. Rather, it consumes the rest of the ammo that it had left in it's cells, and the player takes damage - should be a random damage table. Larger weapons have a higher chance of higher damage or simply obliterating the user after it ker-plodes.

    This reminds me - for weapons, as we progress, will we be able to sink specilization points into certain weapon groups? Just saying, that before any Space Marine gets to, well, be a Space Marine, he has to understand and master the Bolter. Even Devestators have to master the Bolter before they get the big toy. From there, they move on to be an Assault specialist, then a Tacticle Marine. After that, it goes into Crux Terminatus territory, and 1st company territory. Will things like this be implemented?

    Also, Patrick, the new Space Marine codex dropped last week. Are you guys pulling information from that or the older editions? Will a familiarization with the table top books offer any kind of advantage to players?

    exact mechanics on how weapons, crafting, upgrading, degradation etc will work is too early to say. I think I've mentioned that Space Marine is a good reference for now, further details will be revealed at some point later.

    Originally posted by Odolusas

     

    Batpimp - the only maintenance you would be doing is taking the least amount of shots yourself thus protecting your armor from degrading, and shooting your gun whit the least possible ammo spent but in most effective way, thus slowing degradation of your gun, and unjamming by reloading when needed.

    Ofc you wont spend an hour cleaning your gun and repairing it that would be done by Techmarines(NPC and Players) or any other dedicated crafter classes if there is any,i do hope there is. Thus(in your base or on battlefield) by NPC or Player. And no you wont be repairing your stuff every 5 minutes ,more like every hour or two if you have done nothing but shooting and dieing in that time.I have a lot more on how this works in my own thread.

    Those two games have nothing to do whit what i said, i mention Stalker game(first person horor shooter whit rpg mechanics) for example (Stalker Call of Pripyat) and those mechanics made the game (this is if you dont know the most ATMOSPHERIC game out there!!!) and one of my favorite games.

    Planetside 2 is a fail. I would rather play any Battlefield game than it, as mechanics in Battlefield are better, smaller scale cooperation is very viable and as shooter it is all around better. Yes it is fps and you do same every time but it is done so well whit great focus on what makes game fun(competitive game on smaller to large scale), that you never get bored.

    Remember if there are not enough mechanics to take you away from constant shooting and combat (supporting other characters and players,crafting,managing resources and ammo,finding books and tomes whit lore,exploring whit friends,unique features,dueling,pve,equipment care and other stuff i have mentioned in my thread that have my own 10 pages of all sorts of stuff) it will get stale fast, as even the oxygen is poisonous in high concentration.

    It is good that this game will have a lot of what i mention but it could never hurt to have more, as the only thing this game should share whit Planetside 2 is massive scale of war and nothing more (if it wants to stay strong, constantly grow in player numbers or stay stable at least). As i want it to be successful it need a lot of variation is what i think. I hope devs look at my own thread for more info on how to do so.

    Ofc they need the stable launch of the game, and often updates and upgrades and i hope they do.

    Expansions whit new playable races is a must.

    I know i am asking here for much but, it is wh40k and it needs the best stuff.

    in short - asking much is always good, we want to deliver much too - the stakes are high and the expectations are high too. What is sure, we will work with you guys together to make the best game you guys can think of - that also means, that first we will focus on making a good stable core game - and only then add the fluff around it, that also means that some stuff will only come after release and therefore there is plenty of room for updates, expansions, DLC etc...I think as of now we could support this game with new ideas and additions for serveral years after launch :)

    Originally posted by quotheraving

    Look guys.

    Pat and Miguel are going out of their way to answer our questions, which I think we can all agree is pretty damn awesome of them! So the least we could do in return is to show them the courtesy of keeping this thread as clean as possible so that they can pick out the questions easily and quickly.

     

    Muddying this thread up just makes their life harder and the time they spend separating actual questions from the sidetracks and discussions is time they could be spending making the game, or ... well I don't know... spent better at least :) 

     

    Thx, really its not a big deal - soon we will have our forums which will be moderated so that everything will be in its threads etc. So having a bit of confusion and discussions here won't kill anyone. But in general, yes, this thread is for questions and answers, we can discuss stuff in other threads, and it's not for me, it's for other users so they have an easier time to read up on the infos here!

     

    Patrick Balthazar
    Tech Lead - Behaviour Online
    Lead Programmer - Warhammer 40,000: Eternal Crusade
    www.EternalCrusade.com - #eternalcrusade - @lordpada

  • SavijSavij Member Posts: 341

    hey patrick

    in the vigila mortis forum you answerd a question about equip



    Dedicated weapon classes - for sure, we still want every class to have a melee and a ranged component, but your primary weapon will be select able.

    does that mean that it will be like in spacemarine? where my tactical always had a combat knife and a boltpistal as secondary weapon?

    or will he be able to carry a chainsword or a plasma pistol? or to early to ask that? :D
     

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

  • patrickbalthazarpatrickbalthazar Member UncommonPosts: 133
    Originally posted by Savij

    hey patrick

    in the vigila mortis forum you answerd a question about equip



    Dedicated weapon classes - for sure, we still want every class to have a melee and a ranged component, but your primary weapon will be select able.

    does that mean that it will be like in spacemarine? where my tactical always had a combat knife and a boltpistal as secondary weapon?

     

    or will he be able to carry a chainsword or a plasma pistol? or to early to ask that? :D
     

    yes, think of space marine, we want to be able to always fight melee and ranged, but which component is the stronger one, the 'primary' one is up to the player to decide, by changing loadout and skills.

    Patrick Balthazar
    Tech Lead - Behaviour Online
    Lead Programmer - Warhammer 40,000: Eternal Crusade
    www.EternalCrusade.com - #eternalcrusade - @lordpada

  • SavijSavij Member Posts: 341
    Originally posted by patrickbalthazar
    Originally posted by Savij

    hey patrick

    in the vigila mortis forum you answerd a question about equip



    Dedicated weapon classes - for sure, we still want every class to have a melee and a ranged component, but your primary weapon will be select able.

    does that mean that it will be like in spacemarine? where my tactical always had a combat knife and a boltpistal as secondary weapon?

     

    or will he be able to carry a chainsword or a plasma pistol? or to early to ask that? :D
     

    yes, think of space marine, we want to be able to always fight melee and ranged, but which component is the stronger one, the 'primary' one is up to the player to decide, by changing loadout and skills.

    hmhm that will be good in a gaming way (balance)

    but extremly bad in a RP way but i will not judge until i played it so you do not need to fear my wrath.... yet :D

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

  • patrickbalthazarpatrickbalthazar Member UncommonPosts: 133
    Originally posted by Savij
    Originally posted by patrickbalthazar
    Originally posted by Savij

    hey patrick

    in the vigila mortis forum you answerd a question about equip



    Dedicated weapon classes - for sure, we still want every class to have a melee and a ranged component, but your primary weapon will be select able.

    does that mean that it will be like in spacemarine? where my tactical always had a combat knife and a boltpistal as secondary weapon?

     

    or will he be able to carry a chainsword or a plasma pistol? or to early to ask that? :D
     

    yes, think of space marine, we want to be able to always fight melee and ranged, but which component is the stronger one, the 'primary' one is up to the player to decide, by changing loadout and skills.

    hmhm that will be good in a gaming way (balance)

    but extremly bad in a RP way but i will not judge until i played it so you do not need to fear my wrath.... yet :D

    hmm, not sure why you have a RP problem with it - let say you choose a ranged 'class' and use a storm bolter twohanded, you will also carry a knife to be able to do some melee dmg, else you would not be able to defend yourself at all. also if you carry lets say a thunderhammer you will carry a pistol to do some ranged damage so the enemy can't flee.

    Patrick Balthazar
    Tech Lead - Behaviour Online
    Lead Programmer - Warhammer 40,000: Eternal Crusade
    www.EternalCrusade.com - #eternalcrusade - @lordpada

  • BatpimpBatpimp Member UncommonPosts: 29
    Originally posted by Odolusas

     

    Batpimp - the only maintenance you would be doing is taking the least amount of shots yourself thus protecting your armor from degrading, and shooting your gun whit the least possible ammo spent but in most effective way, thus slowing degradation of your gun, and unjamming by reloading when needed.

    Ofc you wont spend an hour cleaning your gun and repairing it that would be done by Techmarines(NPC and Players) or any other dedicated crafter classes if there is any,i do hope there is. Thus(in your base or on battlefield) by NPC or Player. And no you wont be repairing your stuff every 5 minutes ,more like every hour or two if you have done nothing but shooting and dieing in that time.I have a lot more on how this works in my own thread.

    Those two games have nothing to do whit what i said, i mention Stalker game(first person horor shooter whit rpg mechanics) for example (Stalker Call of Pripyat) and those mechanics made the game (this is if you dont know the most ATMOSPHERIC game out there!!!) and one of my favorite games.

    Planetside 2 is a fail. I would rather play any Battlefield game than it, as mechanics in Battlefield are better, smaller scale cooperation is very viable and as shooter it is all around better. Yes it is fps and you do same every time but it is done so well whit great focus on what makes game fun(competitive game on smaller to large scale), that you never get bored.

    Remember if there are not enough mechanics to take you away from constant shooting and combat (supporting other characters and players,crafting,managing resources and ammo,finding books and tomes whit lore,exploring whit friends,unique features,dueling,pve,equipment care and other stuff i have mentioned in my thread that have my own 10 pages of all sorts of stuff) it will get stale fast, as even the oxygen is poisonous in high concentration.

    It is good that this game will have a lot of what i mention but it could never hurt to have more, as the only thing this game should share whit Planetside 2 is massive scale of war and nothing more (if it wants to stay strong, constantly grow in player numbers or stay stable at least). As i want it to be successful it need a lot of variation is what i think. I hope devs look at my own thread for more info on how to do so.

    Ofc they need the stable launch of the game, and often updates and upgrades and i hope they do.

    Expansions whit new playable races is a must.

    I know i am asking here for much but, it is wh40k and it needs the best stuff.

    Hola,

     

    I agree that the only thing i want from Planetside 2 is the scale. I MUCH RATHER play BF3. It is more intense and more balanced. In fact i play it every day! and i stopped playing planetside in like 2 weeks. I still want ZERO maintenance of my weapons or armor. i dont want to be armor collecting, item collecting, armor reparing, armor maintenance. That all is fine for the tabletop or and a game like Diablo or WoW. This game is not meant to be that type of game though. From what i see they just want a big ole multiplayer Space marine with a bit of character progression. I dont want to repair/fix it EVER. I just want to equip and fight like in battlefield 3. If you want to craft by making it look cool thats GREAT!. Add some colors, add lighting effects, add different sounds. That is all fine but i dont want to be fixing weapons in any way. I want it just like bf3.

    you said "Remember if there are not enough mechanics to take you away from constant shooting and combat", GOOD!. I don't want anything to take away from the time in combat. I think the tyranid-relic-gathering dungeons is awesome idea. I think capturing points for resources is awesome. I do NOT think wasting time for fixing/maintenance of my weapons is fun.

     

    I have seen some of your other suggestions and I did not like them either. For example, The one about 5 council members voted in and 5 are open to 1v1 tournaments...I can see the easy problem with this too..People "throwing" the fights for cash/favors..we see it in boxing. Also classes are not balanced to fight everything, which classes would fight in this 1v1 duel? ASM VS TAC? Two ASM? that doesnt make sense. I also thought that was a bad idea. They should just stick with what is easy and then add complexity.

     

    The acronym I liked that Blizzard used in balancing their games in the past is (KISS). Keep it simple stupid!

  • SavijSavij Member Posts: 341
    Originally posted by patrickbalthazar

    hmm, not sure why you have a RP problem with it - let say you choose a ranged 'class' and use a storm bolter twohanded, you will also carry a knife to be able to do some melee dmg, else you would not be able to defend yourself at all. also if you carry lets say a thunderhammer you will carry a pistol to do some ranged damage so the enemy can't flee.

    ah sorry

    for me the problem would be that i cant carry a bolter as main weapon

    a bolt or plasma pistol for sec. weapon

    and a chainsword for melee

     

    in the novels almost all marines have a chainsword even if they have a bolter for ranged combat.

     

    and that does not sound possible in EC (if i understand you right)

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

  • patrickbalthazarpatrickbalthazar Member UncommonPosts: 133
    Originally posted by Savij
    Originally posted by patrickbalthazar

    hmm, not sure why you have a RP problem with it - let say you choose a ranged 'class' and use a storm bolter twohanded, you will also carry a knife to be able to do some melee dmg, else you would not be able to defend yourself at all. also if you carry lets say a thunderhammer you will carry a pistol to do some ranged damage so the enemy can't flee.

    ah sorry

    for me the problem would be that i cant carry a bolter as main weapon

    a bolt or plasma pistol for sec. weapon

    and a chainsword for melee

     

    in the novels almost all marines have a chainsword even if they have a bolter for ranged combat.

     

    and that does not sound possible in EC (if i understand you right)

    so you mean like in space marine? that is exactly what i mean, but you will have some sort of restriction, you e.g. won't be able to carry e.g. a two handed ranged weapon and a two handed melee weapon (as of current design) you will have to say you are either melee class or ranged class, but having a bolter and a onehanded sword, sure, like in space marine!

    Patrick Balthazar
    Tech Lead - Behaviour Online
    Lead Programmer - Warhammer 40,000: Eternal Crusade
    www.EternalCrusade.com - #eternalcrusade - @lordpada

  • SavijSavij Member Posts: 341
    Originally posted by patrickbalthazar

    so you mean like in space marine? that is exactly what i mean, but you will have some sort of restriction, you e.g. won't be able to carry e.g. a two handed ranged weapon and a two handed melee weapon (as of current design) you will have to say you are either melee class or ranged class, but having a bolter and a onehanded sword, sure, like in space marine!

    ah i was talking about the multiplayer but if it is like in the singleplayer than its fine to me :)

     

    keep on that good work !

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

  • grigdushergrigdusher Member UncommonPosts: 139
    i imagine all class and race have different loadout,  and or like in space marine multiplayer where some traits permits to carry more weapon or weapon otherwise you can't use (like the bolter for the assault marine)

    war 40K Eternal Crusade: refferal 4$ bonus: EC-9Y7IAZJ8UZN6I http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-9Y7IAZJ8UZN6I

  • zmalamuthzmalamuth Member Posts: 9
    Originally posted by patrickbalthazar
    Originally posted by Savij
    Originally posted by patrickbalthazar

    hmm, not sure why you have a RP problem with it - let say you choose a ranged 'class' and use a storm bolter twohanded, you will also carry a knife to be able to do some melee dmg, else you would not be able to defend yourself at all. also if you carry lets say a thunderhammer you will carry a pistol to do some ranged damage so the enemy can't flee.

    ah sorry

    for me the problem would be that i cant carry a bolter as main weapon

    a bolt or plasma pistol for sec. weapon

    and a chainsword for melee

     

    in the novels almost all marines have a chainsword even if they have a bolter for ranged combat.

     

    and that does not sound possible in EC (if i understand you right)

    so you mean like in space marine? that is exactly what i mean, but you will have some sort of restriction, you e.g. won't be able to carry e.g. a two handed ranged weapon and a two handed melee weapon (as of current design) you will have to say you are either melee class or ranged class, but having a bolter and a onehanded sword, sure, like in space marine!

    So there are gonna be available like 2 different sets of weapons(once we chose our loadout)?

    Like primary would be bolter(or a Flamer or anykind of twohand weapon) and the second loadout would be some type of sword, and a handgun (bolt pistol, lasgun etc....)?

  • SavijSavij Member Posts: 341
    Originally posted by zmalamuth
    Originally posted by patrickbalthazar
    Originally posted by Savij
    Originally posted by patrickbalthazar

    hmm, not sure why you have a RP problem with it - let say you choose a ranged 'class' and use a storm bolter twohanded, you will also carry a knife to be able to do some melee dmg, else you would not be able to defend yourself at all. also if you carry lets say a thunderhammer you will carry a pistol to do some ranged damage so the enemy can't flee.

    ah sorry

    for me the problem would be that i cant carry a bolter as main weapon

    a bolt or plasma pistol for sec. weapon

    and a chainsword for melee

     

    in the novels almost all marines have a chainsword even if they have a bolter for ranged combat.

     

    and that does not sound possible in EC (if i understand you right)

    so you mean like in space marine? that is exactly what i mean, but you will have some sort of restriction, you e.g. won't be able to carry e.g. a two handed ranged weapon and a two handed melee weapon (as of current design) you will have to say you are either melee class or ranged class, but having a bolter and a onehanded sword, sure, like in space marine!

    So there are gonna be available like 2 different sets of weapons(once we chose our loadout)?

    Like primary would be bolter(or a Flamer or anykind of dualwield weapon) and the second loadout would be some type of sword, and a handgun (bolt pistol, lasgun etc....)?

    hm but i think some classes would need more

    some AT stuff for example!

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

  • zmalamuthzmalamuth Member Posts: 9

    For AT we could have Melta bomb (but need to come upclose and personal), or something bigger for Long range.

    and didnt they also confirmed power fists and lightning claws? think both of those can be used for AT.

    So an assault marine, could have first set of weapons, both hands with lighning claws, and second set of weapons, bolt pistol and chainsword, with krak/frag or melta bombs, that could be used with both sets of weapons.

  • freakishbeanfreakishbean Member UncommonPosts: 176
    Originally posted by zmalamuth

    For AT we could have Melta bomb (but need to come upclose and personal), or something bigger for Long range.

    and didnt they also confirmed power fists and lightning claws? think both of those can be used for AT.

    So an assault marine, could have first set of weapons, both hands with lighning claws, and second set of weapons, bolt pistol and chainsword, with krak/frag or melta bombs, that could be used with both sets of weapons.

    They confirmed Power Fists and Lightning Claws, and they can certainly eat through tank armor. HOWEVER! Getting close is the tank is the problem. Fire ports, sponsons, and that main gun can wreck everyone and everything. Thats why you need tactics to get in close - like in Battlefield, guys can sneak up on armor and drop C4 on the hull. But this is 40k, where sponsons have 180* movement. 

    A squad of troops equipped with jump packs and meltas can get in and do the job better then a foot slogger with a lightning claw. 

    Needing is Wanting...
    Wanting is Coveting...
    Coveting is Sinning...
    I am SO going to Hell.

  • SavijSavij Member Posts: 341
    Originally posted by freakishbean
    Originally posted by zmalamuth

    For AT we could have Melta bomb (but need to come upclose and personal), or something bigger for Long range.

    and didnt they also confirmed power fists and lightning claws? think both of those can be used for AT.

    So an assault marine, could have first set of weapons, both hands with lighning claws, and second set of weapons, bolt pistol and chainsword, with krak/frag or melta bombs, that could be used with both sets of weapons.

    They confirmed Power Fists and Lightning Claws, and they can certainly eat through tank armor. HOWEVER! Getting close is the tank is the problem. Fire ports, sponsons, and that main gun can wreck everyone and everything. Thats why you need tactics to get in close - like in Battlefield, guys can sneak up on armor and drop C4 on the hull. But this is 40k, where sponsons have 180* movement. 

    A squad of troops equipped with jump packs and meltas can get in and do the job better then a foot slogger with a lightning claw. 

    well that sounds ok if there is 1 tank and 2 or more assaults

    but if there are 2 tanks or 1 tank with a squad on his side, how will you kill the tank? or when the assaults reach the tank and the tankcrew just jumps out and fight directly

    i think the tactical should have access to a rocket launcher and he should get a disadvantage when he is carring one (slower movement, bigger target or no pistol) this way not everyone will carry a rocketlauncher with them

    if only devastator would have rocketlauncher it could get really useless if he is out of ammo or there is no tank to shot at cause it would be his main weapon

     

    sorry for off topic, this is no discussion thread^^

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

  • grigdushergrigdusher Member UncommonPosts: 139

    weapon that can't damage some target (or can only from the back) it's a great think  for tactics and immersion, also i imagine weapon like boltgun will have some effect on light armored target. whe you found an enemy who can't be damaged you must do a  "tacticool fallback" and try a different tactics, not only dakka dakka everythink.

    war 40K Eternal Crusade: refferal 4$ bonus: EC-9Y7IAZJ8UZN6I http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-9Y7IAZJ8UZN6I

  • freakishbeanfreakishbean Member UncommonPosts: 176

    Heard some great discussions in my thread, but let's not veer away from the main topic ;). This is the "ask the devs a question" thread. Lets try to redirect discussion elsewhere, so we don't lose sight of asked questions and follow-up answers (In fairness, I'm guilty dropping a few off-topic posts myself.)

    My question: Psyker abilities

    When it comes to throwing out psychic attacks, will it be so simple as aiming and "shooting"? Or will there have to be a build-up of energy in order to direct the attack? Just making mention that lore wise, VERY few psykers are able to throw around such abilities without catastrophic effects. And even then, it wore them down to the brink of death, such as Tigurius of the Ultramarines, reportedly the most powerful Librarian Space Marine. Will there be any chances of extremely negative side effects, either towards the player or the PLAYERS TEAM if psychic abilities are abused? I've had more then a few Librarians brains explode due to bad dice rolls on the tabletop.

    Needing is Wanting...
    Wanting is Coveting...
    Coveting is Sinning...
    I am SO going to Hell.

  • BatpimpBatpimp Member UncommonPosts: 29

    Hey patrick.

    thanks for answering our questions.

     

    My question:

     

    in big massive battles I feel healers are relagated to spend most of their time not enjoying the fight and only spend it healing. A good example to avoid this "healer class" was made by guild wars 2. In it they tried to break the "holy trinity" of tank/dps/healing by making every character able to heal/rez in a certain way.

    How do you plan to make healers NOT BORING? I have played healers before but they slowdown the pace of the game. In your creative design process are you taking into account that having too many healers creates less fighting? less WAR?

    I am curious to know your perspective on creating dedicated healers and how that would affect your game.

     

  • PolicenautPolicenaut Member Posts: 21

    I guess I'm compelled to ask about itemization for the Eldar. Weapons and armor for Space Marines, Chaos Space Marines and Orks seems to have a bit more variety. What I mean by that is for example your typical space marine can wield a bolter, a melta, a lascannon, etc. Where for Eldar, the Aspect Warriors are a bit more limited in what they can bring onto the battlefield (Fire Dragons use fusion guns, Dire Avengers use avenger shuriken catapults, etc)

     

    My question is, how do you plan to make progression for Eldar classes varied and interesting?

    image
  • patrickbalthazarpatrickbalthazar Member UncommonPosts: 133

    Originally posted by freakishbean

    Heard some great discussions in my thread, but let's not veer away from the main topic ;). This is the "ask the devs a question" thread. Lets try to redirect discussion elsewhere, so we don't lose sight of asked questions and follow-up answers (In fairness, I'm guilty dropping a few off-topic posts myself.)

    My question: Psyker abilities

    When it comes to throwing out psychic attacks, will it be so simple as aiming and "shooting"? Or will there have to be a build-up of energy in order to direct the attack? Just making mention that lore wise, VERY few psykers are able to throw around such abilities without catastrophic effects. And even then, it wore them down to the brink of death, such as Tigurius of the Ultramarines, reportedly the most powerful Librarian Space Marine. Will there be any chances of extremely negative side effects, either towards the player or the PLAYERS TEAM if psychic abilities are abused? I've had more then a few Librarians brains explode due to bad dice rolls on the tabletop.

    we'll my guess here is that for most of the psychic abilities we don't want to kill the 'caster' himself ;) now that does not mean we will completly deviate from lore, but at this point the best I can give you is that stuff is not final.

    We will definitely make sure that we are close to lore but not on expense of gameplay.

    Originally posted by Batpimp

    Hey patrick.

    thanks for answering our questions.

     

    My question:

     

    in big massive battles I feel healers are relagated to spend most of their time not enjoying the fight and only spend it healing. A good example to avoid this "healer class" was made by guild wars 2. In it they tried to break the "holy trinity" of tank/dps/healing by making every character able to heal/rez in a certain way.

    How do you plan to make healers NOT BORING? I have played healers before but they slowdown the pace of the game. In your creative design process are you taking into account that having too many healers creates less fighting? less WAR?

    I am curious to know your perspective on creating dedicated healers and how that would affect your game.

     

    we will not have the usual MMO class system. If your player has some sort of healing ability it will be usable while doing combat in some sort. I seriously doubt there will be dedicated healers - that would just not fit with this type of game at all.

    Originally posted by Policenaut

    I guess I'm compelled to ask about itemization for the Eldar. Weapons and armor for Space Marines, Chaos Space Marines and Orks seems to have a bit more variety. What I mean by that is for example your typical space marine can wield a bolter, a melta, a lascannon, etc. Where for Eldar, the Aspect Warriors are a bit more limited in what they can bring onto the battlefield (Fire Dragons use fusion guns, Dire Avengers use avenger shuriken catapults, etc)

     

    My question is, how do you plan to make progression for Eldar classes varied and interesting?

    Let me come back on this as soon we have finalized the design for the Eldar - but for sure we will have a variety of skills, armor and weapons, not less than other factions for sure!

    Patrick Balthazar
    Tech Lead - Behaviour Online
    Lead Programmer - Warhammer 40,000: Eternal Crusade
    www.EternalCrusade.com - #eternalcrusade - @lordpada

  • NonderyonNonderyon Member UncommonPosts: 189

    Chapter,Craftworld(...etc) resource are divided in faction(like Biel-tan members capture a location and only them get the resource) or just taken by the whole faction?

    Any future plans after the first war decided(yes, Eldar going to win) or thats too far to look at the moment? :)

    (like: the second war taken place in the same planet or in another?, the npc faction is the same or another like chaos Malal belivers or nekrons? any plans implement huge scale space combat?)

     

  • SavijSavij Member Posts: 341
    Originally posted by Nonderyon

    Chapter,Craftworld(...etc) resource are divided in faction(like Biel-tan members capture a location and only them get the resource) or just taken by the whole faction?

    the factions subfaction are a team and the warcouncil speaks for the whole faction so i dont think that they will not share ressources

    Any future plans after the first war decided(yes, Eldar going to win) or thats too far to look at the moment? :)

    (like: the second war taken place in the same planet or in another?, the npc faction is the same or another like chaos Malal belivers or nekrons? any plans implement huge scale space combat?)

    an early concept said that there would be a new planet after a campain but dont know if this still is the thing atm

    be always up to date about Eternal Crusade
    WH40k:EC dev Tracker

    Other EC Sites i'm in:
    Dakkadakka Savij
    Reddit EC Savij1337
    EternalCrusader.com Savij

Sign In or Register to comment.